@SCENARIO
@width=600
@listbox=16
@title=%STRING0
^
^^============  the RAPE of NATIONS (ver 1.1) ============
^^ a multi-player and single-player scenario by Kobayashi
^
^^ "Who so commands the seas commands the trade of the world; Who so commands the  
^^ trade of the world commands the riches of the world."  -  Sir Walter Raleigh.
@options
]
]  == USE THE DOWN ARROW KEY FOR EASY SCROLLING ==
]
]  1.00 BRIEFING AND OBJECTIVES
]  ==============
]  In the 300 years lasting from 1500 to 1800, the seafaring European nations will 
]  undergo a huge era of expansion via colonization. As colonization progresses, 
]  (the map will turn blue) one nation will emerge as the first global superpower.
]
]  You will win if you are that superpower - within the 300 years timeframe.
]  Ultimately the race to colonize was as much a test of economic might as well as
]  military might. TRON captures this aspect. To win you must be the only player 
]  (including the AI-only races) touching the top of civilization power graph in 1800.
]  You will need to be very rich to accomplish this. There can be no joint winners so 
]  if more than one power touches the top at the end, all players lose. This might 
]  require tactics different from what you are used to. For instance, it may not to 
]  your advantage to kill off a weaker player when he has little chance of winning but 
]  can help you weaken a stronger power. Also, you typically have more to gain by 
]  attacking the AI-only powers as they will always max out on the power graph if left
]  unchecked.
]
]  1.01 GAME BASICS
]  ==============
]  The Rape Of Nations or TRON is made with multi-player in mind and up to 5 players 
]  can be accommodated. Because of this, a little bit of history has been altered to 
]  ensure a fair game for each player - so each playable tribe starts with three cities, 
]  roughly the same units and the same total population irrespective of the the relative 
]  sizes of each nation in history. The scenario can also be played as a single player 
]  scenario and the AI has been thoroughly tested to give the single player a run for 
]  his money. 
]
]  1.02 HOUSE RULES
]  ==============
]  Players may agree not to attack each other for the first five turns so there 
]  isn't a mad rush to kill each other's only ocean going caravel. 
]
]  Players may agree that the first player to be on the top of the Civ Powergraph
]  by himself will win, even if it is before 1800 - for a shorter game.
]
]  Players may agree not to attack each other's original cities.
]  
]  Do not steal any of the Heathen's tech. It might make some of your units obsolete. 
]
]  Giving of units to other human players is not allowed.
]
]
]  2.01 RACES - COLONIAL EUROPEANS
]  ==============
]  Players can ONLY play as the pre-colonial powers. They have the biggest tech tree 
]  and can eventually build the most advanced sailing ships. There are two main branches 
]  of colonials. The Catholics (Spain, Portugal and France) and Protestants (England and
]  the Netherlands) each have unique units and wonders. In addition, each of the colonial 
]  powers has its own hero unit and one unique wonder. 
]
]  Typically the AI handles the Catholic powers better so if you are playing as a single 
]  player, play as either England or the Netherlands for a more challenging game.
]  
]  2.02 RACES - OTHER EUROPEANS
]  ==============
]  The Other Europeans represent mainly the Holy Roman Empire under the Habsburgs 
]  and the Russian Empire in the second half. Other entities such as the Scandanavians,
]  Poland and Papal States also belong to this group. They can build most of the land units 
]  of the Colonial Europeans and the less advanced ships. Certain wonders are common to 
]  the Colonials and Other Europeans.
]
]  2.03 RACES - HEATHENS
]  ==============
]  The Heathens represent the natives of the Americas, Africa and Asia. Their units will 
]  generally become weak as the Europeans develop but their numbers are augumented by 
]  various events. New Heathen cities have no names as it is not possible to predict 
]  which continent the next city will appear on. You can rename them as you please if 
]  you capture any.
] 
]  2.04 RACES - OTTOMANS
]  ==============
]  The Turks are the dominant force in the eastern and southern mediterranean and serve 
]  as they did in history as a counter-weight to the Habsburgs who would otherwise 
]  overpower the rest of Europe. Muslim Tartars are also part of this group.
]  
]  
]  3.01 MISC - CIVPEDIA
]  ==============
]  Pertinent information about TRON is contained in the civpedia and an entry for
]  each advance has been created. These entries contain over 10,000 words and you
]  can get a good overview of the period simply by clicking the description box of 
]  each advance.
]
]  READ THROUGH THE GAME CONCEPTS section of the civpedia before playing 
]  to find out about changes made to the standard civ format. Entries in brackets are 
]  not crucial to playing the game and you can read those at your leisure.
]  
]  3.02 MISC - REPLAYABILITY
]  ==============
]  Together with the geographical and national distinctions, several pivotal moments 
]  have been built into the game so that different races will be strong each time 
]  (eg. the initial attack on Moscow by the Tatars or the exploration of Latin America
]  event). Also several advances have the same desirability so each AI power will go
]  down the tech tree differently each time. Therefore it will be possible to play 
]  TRON several times. 
]
]  3.03 MISC - EVENTS FILE
]  ==============
]  There are three events files, events1.txt (default events file) for single player,
]  events23.txt for 2 to 3 players and events45.txt for more than 3 players. The files 
]  are exactly the same except that tradegoods arrive more frequently when there are 
]  more players. In a multi-player game, only the first player has to worry about using 
]  the correct events file.
]  
]  
|
THE END

@end -- this line must be here!

